choysauce Posted September 13, 2010 Posted September 13, 2010 can anyone post up a vid of where 214D works after 6C, i dont understand how it works at all, is it cuz after the 6A they're really high in the air?? it's not possible after 2B, 5C, 6C is it? i can't get it to to combo after that last pickup i mentioned at all.
GenoWhirl Posted September 14, 2010 Author Posted September 14, 2010 Turns out i'm late. First page has the combo already. Still, learn it. it's -extremely- important to mu's air game. Because I just added it! Thanks TD, for creating the air-to-air section. Speaking of that, I added an universal combo for CH 6A midscreen and some filler air-to-air combos. And yes, 6C > 214D only works after 6A as it makes the enemy be high up enough.
Edalborez Posted September 14, 2010 Posted September 14, 2010 http://www.youtube.com/watch?v=9qC0NxuX8Yo - Made a quick demo of the [6A > 6C > 214D cancel > dash 6A] bit, off of 2B > 3C > 2B and throw. I know I didn't do the optimal version (lol dropped combos) but just for the timing demo. Sorry for lame camera quality but it works.
TD Posted September 14, 2010 Posted September 14, 2010 Because I just added it! Thanks TD, for creating the air-to-air section. ...oh. o.0
Luigi-Bo 87 Posted September 14, 2010 Posted September 14, 2010 Mad late, but that 4k j.c combo does sound like a must learn. Gotta write it down
geist Posted September 14, 2010 Posted September 14, 2010 throw combo throw->dash 6A> 6B> walk a step 6A> 6C> 214D> dash 6A> 6B> dash 6A> 2C> j.C> j.2C tried to loop it again, but kept fucking up...this did 3.5k on it's own tager fatal...near corner 6C>63214C> dash 6B> dash 6A> j.2C> [6A> 6B> 6A> j.2C]x2> 6A> 6B> delay 6A>632146C I'm pretty sure I could get more but sleepy now...note doing 6B twice at the beginning actually made the damage go down since you can't get the second rep of 6A> 6B> 6A> j.2C mid screen on tager I managed to get 6C>632146C>[dash 6B> dash 6A]x3 by delaying everything till the last possible moment...only got it once though...I'm sure you could get some retarded damage after, but couldn't think of what to do at the time ...I think it was at 5k by that point
TD Posted September 14, 2010 Posted September 14, 2010 The air/air combo is incredibly (and surprisingly) stable. Make sure during the CH j.c dash 6a, when you're inputting j.2c, you're pressing 8 and not 9. lt seems stupid, but i've managed to get it working so much more with 8. lf they were at max jump height you'll have to delay the dash 6a bit. lt also works on Lambda, Hazama, and Bang. Combo is sexy.
GenoWhirl Posted September 14, 2010 Author Posted September 14, 2010 How much did the Tager fatal combo do? Is the throw combo universal? Edit: NVM I have access to PS3 again so I'll go test it out *tries to do throw Combo on Carl and Lambda* And lol at fatal Tager combo near corner. Looks awesomely trolling, does 7.5k and is super easy to do
geist Posted September 14, 2010 Posted September 14, 2010 How much did the Tager fatal combo do? Is the throw combo universal? Edit: NVM I have access to PS3 again so I'll go test it out *tries to do throw Combo on Carl and Lambda* And lol at fatal Tager combo near corner. Looks awesomely trolling, does 7.5k and is super easy to do pretty sure the throw combo doesn't work on lambda carl and litchi...might be able to slightly delay the 6B to make it work and yeah the tager combo did 7.5k...I know I can get more Edit: near corner tager 6C> 63246C> [6B> 6A]x3> j.2C> 6A> 6B> 6A> j.2C> 6A> 6B> 6A I fucked up after...did 6108...can't j.2C there...not sure what you can do...maybe 6A>2C>j.C> j.2C> 6A> omo
GenoWhirl Posted September 14, 2010 Author Posted September 14, 2010 I find that before the super it's better to do it after the 6B instead of risking a dropped combo and waste of 50 meter forl ike 50 damage from the last 6A
geist Posted September 14, 2010 Posted September 14, 2010 I find that before the super it's better to do it after the 6B instead of risking a dropped combo and waste of 50 meter forl ike 50 damage from the last 6A well you can also otg 6A and sometimes the 6B will whiff, but you have time for super
GenoWhirl Posted September 15, 2010 Author Posted September 15, 2010 Updated the combo list somewhat. I also find it really funny that 3C > 6A Red beats against Taokaka
khauros Posted September 16, 2010 Posted September 16, 2010 CH j.C combo for characters that don't get hit by 6A 6B 6A CH j.C land 6A j.2C dash 2B 5C 6C 6D j.B j.C j.2c > 1 stein+oki 3010 dmg
GenoWhirl Posted September 16, 2010 Author Posted September 16, 2010 All chars get hit by 2B > 6A > 6C Either you're not delaying the 6C or you're not dashing close enough
Silfer Posted September 18, 2010 Posted September 18, 2010 Hey guys, quick question: do you use any visual cues or something for the 214D cancels into 66A? (like 2b->3c->2b->6a->6c->214D->66A->etc) I simply cannot make the dash to 6a, its either 6a standing still or I dash but they recover before I hit them. I've seen the videos and I still cant figure it out. Any thoughts?
Edalborez Posted September 18, 2010 Posted September 18, 2010 Get a feel for when you can start moving again after 214D. IE: hold 6 after it. Then start timing the dash for that moment. Visual cue, if any, is probably when she returns to neutral after 214D but I'd rely on muscle memory for this. Not much different from throw > 66A.
Silfer Posted September 18, 2010 Posted September 18, 2010 I see, I'll try that tks! It's weird though...I can get throw->66a quite consistently :S.
Zeromus_X Posted September 18, 2010 Posted September 18, 2010 For a visual cue, try looking at when the circle underneath Mu disappears after 214D. After that is when you should input 66A.
Silfer Posted September 22, 2010 Posted September 22, 2010 Thanks a lot to all of you guys, I'm starting to get it to link now. The circle cue was actually quite helpfull.
Shockna Posted September 23, 2010 Posted September 23, 2010 Possible combo to add to the rapid cancel/fatal section (Found it playing around in training, someone tell me if I'm late >_>): Fatal 6C - Furu no Tsurugi (fully charged) - RAPID - 66B - 5C - 2C - JC - j.C - JC - j.C - j.2C (4.1k)
FlyingVe Posted September 23, 2010 Posted September 23, 2010 You don't need the RC to link the 6B, and you can take the combo further (6B>Dash6A>6B>...). The current 6C punish combo does ~5.6k meterless and builds 49 Meter (so you can always do super and bring damage to 7.2k). Also, you can do a hit confirm FC 6C into a different combo FC 6C>5D>Dash2B/6A>... .
Shockna Posted September 24, 2010 Posted September 24, 2010 You don't need the RC? Hm, my timing must be a little off then; it seemed to have too much recovery time to cancel into a dash. I'll have to work on that.
Edalborez Posted October 1, 2010 Posted October 1, 2010 Probably not that useful but I was playing with FC level 1 63214C a bit. Found it could combo in the corner on RC. Tested all on Lambda. CH SoD (lv 1) > RC > dash > [2B > 6A > j.C > j.2C]x3 > 2B > 6A > 2C > j.C > j.2C > oki [4179 / 39 heat after RC] CH SoD (lv 1) > RC > dash 6A > 2C > j.C > j.2C > [2B > 6A > j.C > j.2C]x2 > 2B > 6A > 2C > j.C > j.2C > oki [4410 / 40] CH SoD (lv 1) > RC > dash 6B > 6A > j.C > j.2C > [2B > 6A > j.C > j.2C]x2 > 2B > 6A > 2C > j.C > j.2C > oki [4693 / 42] CH SoD (lv 1) > RC > dash 6B > 6A > 6B > 6A > j.C > j.2C > 2B > 6A > j.C > j.2C > 2B > 6A > 2C > j.C > j.2C > oki [4852 / 41] Lv2 SoD FC causes ground slide so you can follow up without RC, again only in the corner though. Tried out the following: CH SoD (lv 2) > dash [2B > 6A > j.C > j.2C]x3 > 2B > 6A > 2C > j.C > j.2C > oki [4349 / 45] CH SoD (lv 2) > dash 6B > 6A > j.2C > [2B > 6A > j.C > j.2C]x2 > 2B > 6A > 2C > j.C > j.2C > oki [4777 / 47] CH SoD (lv 2) > dash 6B > 6A > 6B > 6A > j.2C > 2B > 6A > j.C > j.2C > 2B > 6A > 2C > j.C > j.2C > oki [4782 / 43] might vary slightly, first 6B hit inconsistently between 1-2 hits Full SoD FC (lol) as mentioned elsewhere leads to the 7.2k FC. Really impractical I know but I was bored :V Went ahead and listed all instead of just the best just to show what I tried. Probably missed out on some options. IE: didnt try ending anything in Omohikane (would have to make adjustments for some of these to do so). Edit: one last note- these are just kind of near the corner, don't have to be right next to it. Though the Lv 2 versions need to be closer than lv 1s I found.
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